Author Topic: Open The Sky Project(Images!)  (Read 286207 times)

benmachine

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Re: Open The Sky Project(Images!)
« Reply #180 on: November 17, 2007, 05:14:01 pm »
looks nice, speed and stuff is going to change, right? Since i think it walks a bit to fast, although it could've been the rtses i've been playing lately
I've been concentrating on making it exist rather than making it balanced or sensible :)

edit: re: risujin: thanks, I'll have a look at it later. Like, monday or something. Busy weekend ahead.

double combo edit:
Quote
ERROR: Could not open "sound/player/vandal/death1.wav"
WARNING: could not find sound/player/vandal/death1.wav - using default
ERROR: Could not open "sound/player/vandal/death2.wav"
WARNING: could not find sound/player/vandal/death2.wav - using default
ERROR: Could not open "sound/player/vandal/death3.wav"
WARNING: could not find sound/player/vandal/death3.wav - using default
ERROR: Could not open "sound/player/vandal/jump1.wav"
WARNING: could not find sound/player/vandal/jump1.wav - using default
ERROR: Could not open "sound/player/vandal/pain25_1.wav"
WARNING: could not find sound/player/vandal/pain25_1.wav - using default
ERROR: Could not open "sound/player/vandal/pain50_1.wav"
WARNING: could not find sound/player/vandal/pain50_1.wav - using default
ERROR: Could not open "sound/player/vandal/pain75_1.wav"
WARNING: could not find sound/player/vandal/pain75_1.wav - using default
ERROR: Could not open "sound/player/vandal/pain100_1.wav"
WARNING: could not find sound/player/vandal/pain100_1.wav - using default
ERROR: Could not open "sound/player/vandal/pain100_1.wav"
WARNING: could not find sound/player/vandal/pain100_1.wav - using default
ERROR: Could not open "sound/player/vandal/death1.wav"
WARNING: could not find sound/player/vandal/death1.wav - using default
ERROR: Could not open "sound/player/vandal/taunt.wav"
WARNING: could not find sound/player/vandal/taunt.wav - using default
there's your todo list :P
« Last Edit: November 17, 2007, 08:47:03 pm by benmachine »
benmachine

Shadowgandor

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Re: Open The Sky Project(Images!)
« Reply #181 on: November 17, 2007, 05:18:37 pm »
and you're doing a great job at making it exist, that thing looks great and i can't wait to play it (Yes Redsky, i'm aiming this at you as well, great job man)

Death_First

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Re: Open The Sky Project(Images!)
« Reply #182 on: November 17, 2007, 10:44:51 pm »
OMG awsome i cant wait to try a flying alien!


edit: Lol didnt have to  Its realy fun!  But...  I dont like the way you fly by pressing space very fast

The Gliding is realy good tho
« Last Edit: November 18, 2007, 02:42:20 am by Death_First »

player1

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Re: Open The Sky Project(Images!)
« Reply #183 on: November 18, 2007, 08:06:58 am »
lol u guyz used the name vandal?
go me!
can't wait to try it...

Death_First

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Re: Open The Sky Project(Images!)
« Reply #184 on: November 18, 2007, 01:37:00 pm »
Its realy cool

Death On Ice

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Re: Open The Sky Project(Images!)
« Reply #185 on: November 18, 2007, 04:09:58 pm »
You know this....how?

Redsky

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Re: Open The Sky Project(Images!)
« Reply #186 on: November 18, 2007, 07:22:49 pm »
I cant wait to see it too... benmachine, i cant play the file- like nothing's there(?)
Damn i hope your still there, i realy wana see what you've done!
(anyways i have done more or less texture-ill post it tomorow)
PS. About the sounds: well i did some but thay are not satisfying.
Its great you found time to work on it Ben :)
« Last Edit: November 18, 2007, 07:28:19 pm by Redsky »
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benmachine

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Re: Open The Sky Project(Images!)
« Reply #187 on: November 18, 2007, 08:36:19 pm »
I cant wait to see it too... benmachine, i cant play the file- like nothing's there(?)
Oops. I've been developing my website and I guess I broke it.
Try http://www.bandstand.org.uk/~benm/vandal/vandal3.mov
benmachine

Redsky

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Re: Open The Sky Project(Images!)
« Reply #188 on: November 19, 2007, 06:29:18 am »
@ benmachine: :-*, gj
Thanks for what you have done so far, looks quiet nice (despite this half visibility but i guess its my fault)
Ill post new texture today(and maybe some sounds)
And hey, whan will you have some more free time to finish it?
@everyone: do anyone knows how to get rid of this annoying efect of half visible surface? ? ?
(i used a blender, and i think this exporting script doesnt work to well)

PS. A 6 rea base xD ?!?
« Last Edit: November 19, 2007, 06:31:06 am by Redsky »
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benmachine

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Re: Open The Sky Project(Images!)
« Reply #189 on: November 19, 2007, 05:32:10 pm »
@ benmachine: :-*, gj
Thanks for what you have done so far, looks quiet nice (despite this half visibility but i guess its my fault)
Ill post new texture today(and maybe some sounds)
And hey, whan will you have some more free time to finish it?
@everyone: do anyone knows how to get rid of this annoying efect of half visible surface? ? ?
(i used a blender, and i think this exporting script doesnt work to well)

PS. A 6 rea base xD ?!?
Ignore the reactors, that's just me playing with layout :)
I'll be able to work on this on and off through the week, depending on my homework and other things.
Can I ask you to fix the model first though, please? Just rotate it so it faces the right way :P would make my life a whole lot easier.
benmachine

Redsky

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Re: Open The Sky Project(Images!)
« Reply #190 on: November 19, 2007, 06:37:47 pm »
ok, ill just ignore them(lol, reas as a weak  :tesla: )
So back to main topic: are you able to rotate  model?(i mean whan its flying)
I would like to know what animation should i do:
a) animations stay as thay are(ok a little perfected) if you can rotate model

b) i do new animation for turning upwards and downwards, and how can i call this: strafing keys rotations(left, right)
    -each of them consist of all animations for default position: wave wings, fly, bite and also changing position animation
now keep in mind that is not realy that good system, it may not look too natural(eg. flying downwards and rotating with straf keys at same time, get my point?) Its not that I cant do it, its a piece of cake for me - wouldnt take no longer that 4h, but is it worth doing it, if you could as well rotate it, and would look much butter?
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benmachine

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Re: Open The Sky Project(Images!)
« Reply #191 on: November 19, 2007, 08:00:56 pm »
ok, ill just ignore them(lol, reas as a weak  :tesla: )
They make nice barricades :D
So back to main topic: are you able to rotate  model?(i mean whan its flying)
I would like to know what animation should i do:
a) animations stay as thay are(ok a little perfected) if you can rotate model

b) i do new animation for turning upwards and downwards, and how can i call this: strafing keys rotations(left, right)
    -each of them consist of all animations for default position: wave wings, fly, bite and also changing position animation
now keep in mind that is not realy that good system, it may not look too natural(eg. flying downwards and rotating with straf keys at same time, get my point?) Its not that I cant do it, its a piece of cake for me - wouldnt take no longer that 4h, but is it worth doing it, if you could as well rotate it, and would look much butter?
Well, in the video I showed you the thing had a cubic bbox. This would allow it to rotate freely - but as you can see this doesn't fit the model very well. It depends on how closely you want the model to match to its bounding box - personally I think it's fine, and we can go ahead with the rotating all over the shop. For best results, the model should rotate around the centre of the bbox.
Also, please answer me this if you want to try it out yourself:
Quote
Before I give you the pk3, though, tell me if you can compile your own client and server or if I need to work out how to backport this thing - currently it only works with SVN clients on protocol 70.
benmachine

Redsky

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Re: Open The Sky Project(Images!)
« Reply #192 on: November 19, 2007, 08:14:59 pm »
http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html
well here'sNew texture, its not final version but close to it. Animations are a little better(also rotated model-hope in right way) added some animations whan vandal is heading up and down and straf keys rotation(without attacking and waveing wings though)
im sorry for errors i make, becouse im in grear hurry
Quote
Before I give you the pk3, though, tell me if you can compile your own client and server or if I need to work out how to backport this thing - currently it only works with SVN clients on protocol 70.
what does it mean and are you asking me ???
(feeling kind of dumb) if youre asking me than i dont know what are you talking about and as you might guessed i cant :-[
forgive me- in many ways my knowledge is veeery limited ::)
PS also there are some lame sounds in this ziped file  ;D
« Last Edit: November 19, 2007, 08:45:27 pm by Redsky »
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Death_First

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Re: Open The Sky Project(Images!)
« Reply #193 on: November 19, 2007, 10:19:47 pm »
You know this....how?
I Tried Risujin's Balnced mod with the fletch on the previous page and its fun

Risujin

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Re: Open The Sky Project(Images!)
« Reply #194 on: November 20, 2007, 07:44:48 pm »
http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html

Thanks for posting that, I integrated it into Balance mod (alongside the Fletch):
http://pub.risujin.org/tremulous/balance/balance-svn879-17b.pk3
(PK3 includes game VM also so delete any old PK3s and VM folders in tremulous/balance and put the new PK3 in there.)

The normals on your model are incorrect. In Blender, select the mesh and recalculate the normals INWARD (outward does it backwards for some reason). Also, you can only have one normal per face so those connecting bits between the legs need to be done with TWO faces with opposite normals or Quake will render only one side (see in game).

Test your model by replacing the MD3 file in the PK3. The secondary fire flash is stolen from the Fletch, just ignore that. Don't forget to enable third person view (through the menu or via \cg_thirdPerson 1) or you won't see much!

From a code perspective there is the problem of flying animations. You have separate animations for flying and walking state whereas Quake does not support this. You can either accept the current limitations and use the approach currently implemented in my PK3, or some of the animations can also be hijacked for the alternate mode. Since the server directs the client as to which animation to play, this isn't so hard to do.


« Last Edit: November 20, 2007, 07:46:36 pm by Risujin »

Redsky

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Re: Open The Sky Project(Images!)
« Reply #195 on: November 20, 2007, 08:27:42 pm »
(PK3 includes game VM also so delete any old PK3s and VM folders in tremulous/balance and put the new PK3 in there.)
hmmm, im not sure what should i do... unpack pk3 i got from you and delate VM and othere no nessesery files? than pack it again and run balance,
But anyway im so glad you wrote this :) If you wrote it  earlier today it would be probably done by now, nevermind!
Thanks for every information you gave me !!!(by the way, dont you want the texture i made for flanch?)
cant it(sort of)evolve in the moment it changes modes (i can do seperate md3)
IM very sorry for every error i made.... Im in great hurry!
Thanks again!!!
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Shadowgandor

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Re: Open The Sky Project(Images!)
« Reply #196 on: November 20, 2007, 08:36:36 pm »
lol Redsky, i don't think there's any reason for you to apologise. You've already done more then 4/5th of the community here, posting ideas and stuff.
You (with help of risujin, benmachine, srry if i forgot someone) made a new alien which looks great and i think it'll play quite nicely as well. Great job :police:

ShadowNinjaDudeMan

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Re: Open The Sky Project(Images!)
« Reply #197 on: November 20, 2007, 09:01:43 pm »
COOOOOOOOL!!!!!!!

Good work people.
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Death_First

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Re: Open The Sky Project(Images!)
« Reply #198 on: November 20, 2007, 11:13:10 pm »
The code looks good but the vandal model doesnt look so hot in the game

Redsky

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Re: Open The Sky Project(Images!)
« Reply #199 on: November 21, 2007, 11:33:50 am »
The code looks good but the vandal model doesnt look so hot in the game
make a better one pls ;D
listen, Risujin i cant run it:
Quote
Error:
SV_BotFreeClient bad clientNum: 33550916
What do i do:
replacing old pk3 in balance with one you posted
Running trem, and changing mod to balance, after that i try to run a map but cant it shows me this message
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ShadowNinjaDudeMan

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Re: Open The Sky Project(Images!)
« Reply #200 on: November 21, 2007, 05:10:55 pm »
Have you triede to create your own server?

Its you game.qvm methinks.
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Death_First

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Re: Open The Sky Project(Images!)
« Reply #201 on: November 21, 2007, 05:51:00 pm »
put it in your balance dir
(c:\documents and settings\YOU\local settings\appiclation data\tremulous\balance

put the .pk3 in there and run ur server with this

(tremded.exe +set fs_game balance +set dedicated 2 +exec server.cfg)

make sure you didnt put your .qvm from the base folder into balance thinking it will work.

In the .pk3 risujin gave u there is a vm directory containing the game.qvm use that one
« Last Edit: November 21, 2007, 05:53:19 pm by Death_First »

Risujin

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Re: Open The Sky Project(Images!)
« Reply #202 on: November 21, 2007, 06:18:54 pm »
Yeah, I run tremded first:

$ tremded +set fs_game balance +devmap atcs

Then you start tremulous and connect to your own computer.

thirdstreettito

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Re: Open The Sky Project(Images!)
« Reply #203 on: November 21, 2007, 07:33:50 pm »
Way To Go Guys!
« Last Edit: November 21, 2007, 07:35:25 pm by thirdstreettito »

Redsky

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Re: Open The Sky Project(Images!)
« Reply #204 on: November 22, 2007, 02:04:52 pm »
Yeah, I run tremded first:

$ tremded +set fs_game balance +devmap atcs

Then you start tremulous and connect to your own computer.

Lol, isnt there any other way? I just cant get it running, (i have downloaded tremded.exe). I dont even know where to put this cmd you wrote. i had never runned a server in my life, im just player :-[
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Death_First

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Re: Open The Sky Project(Images!)
« Reply #205 on: November 22, 2007, 04:00:44 pm »
How to Make a Balanced MoD Server


1. Go To This Directory
(C:\Documents And Settings\YOU\local settings\application data\tremulous)

Where "YOU" Is Put your Windows Username

2. If You See The Balance Folder in there click on it, if not create one

(this will depend on if you have balance mod or not)

3. Place The .pk3 file Risujin Has Provided In To this directory and delete any other .pk3 files in there.
(http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html)

4.  Delete the Vm folder in there if you have one.

5. Download Tremded.exe And Put it in your tremulous directory alongside tremulous.exe
(c:\program files\tremulous\)

6. Open The Comand Prompt (found in accessory's in the start menu)

7.Once it Comes up type this

cd c:\program files\tremulous

Then This

tremded.exe +set fs_game balance +set dedicated 2 +exec server.cfg


8. A Blue console will come up.  When this happens Just leave it alone

9. Start up Tremulous and join your server.

(by defualt the server will be called "Tremulous 1.1.0 Server", just change the Source To Local so you dont have to go looking for it)
« Last Edit: November 22, 2007, 04:03:38 pm by Death_First »

Redsky

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Re: Open The Sky Project(Images!)
« Reply #206 on: November 22, 2007, 06:11:18 pm »
cant find my server in local :'(
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Death_First

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Re: Open The Sky Project(Images!)
« Reply #207 on: November 22, 2007, 08:59:03 pm »
cant find my server in local :'(
???

what do u meen?

edit:ohhhhhh i no what you meen.  You need to set it so you can see hidden files and folders.

Do this by going into control pannel and then into folder otpions.

You will find some check boxes.

Look for: Show hidden files and folders

and turn it on
« Last Edit: November 22, 2007, 09:00:43 pm by Death_First »

Redsky

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Re: Open The Sky Project(Images!)
« Reply #208 on: November 23, 2007, 07:54:23 am »
cant find my server in local :'(
edit:ohhhhhh i no what you meen.  You need to set it so you can see hidden files and folders.
Hmmm, i may be stupid but not that stupid. I mean: whan i run server using cmd you wrote me and than open tremulous i cant find my server in local. maybe it turns of or something? the blue consol is still open
(oh man i would realy like to have overcome this problems so i could finish my model)
Thanks for all your help Death_First
Should codes end in this way(in blue consol):
Code: [Select]
------------------------------------------------------------
InitGame: \sv_minRate\5000\g_suddenDeathTime\55\g_maxGameClients\0\sv_maxclients\24\timelimit\60\sv_maxPing\0\sv_minPing\0\sv_maxRate\15000\sv_hostname\Tremulous 1.1.0 Server\version\tremulous 1.1.0 win_mingw-x86 Aug 27 2006\protocol\69\mapname\niveus\sv_privateClients\0\sv_allowDownload\0\g_needpass\0\gamename\base
********************
ERROR: G_ParseSpawnVars: found & when expecting {
********************
----- Server Shutdown (Server crashed: G_ParseSpawnVars: found & when expecting {) -----
Resolving master.tremulous.net
master.tremulous.net resolved to 208.116.49.110:30710
Sending heartbeat to master.tremulous.net
Sending heartbeat to master.tremulous.net
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
---------------------------
Hunk_Clear: reset the hunk ok
Hitch warning: 1061054 msec frame time
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Rocinante

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Re: Open The Sky Project(Images!)
« Reply #209 on: November 23, 2007, 09:34:18 am »
Hmmm, i may be stupid but not that stupid. I mean: whan i run server using cmd you wrote me and than open tremulous i cant find my server in local.
Code: [Select]
ERROR: G_ParseSpawnVars: found & when expecting {

This should probably be split off as a separate topic, in the Servers section maybe?  (Mods?  Anyone?  Bueller?)

That said, this error is 90% of the time (or more, I dunno for sure) indicative of a mismatched QVM and tremded.  You'll want to make sure the tremded executable you're running matches the QVM you're trying to run; for most modified servers, I believe this is TJW's tremded (available here.)
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